Almost always goes first, but fails if the target doesn't select a move that will damage the user or its allies. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority.

Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off.

Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off.

Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double or Triple Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off.

For three turns, the target becomes immune to Ground-type moves, entry hazards Spikes and Toxic Spikes, and the Arena Trap ability, but all other moves except for one-hit KO moves have perfect accuracy against the target. The moves Gravity or Ingrain and the hold item Iron Ball negate this effect and prevent this move from succeeding.